blob: 0b491d546dc16c6866f5e9b5c7802f68df8468a8 [file] [log] [blame]
// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "components/viz/service/display/direct_renderer.h"
#include <stddef.h>
#include <utility>
#include <vector>
#include "base/auto_reset.h"
#include "base/containers/circular_deque.h"
#include "base/metrics/histogram_macros.h"
#include "base/numerics/safe_conversions.h"
#include "base/stl_util.h"
#include "base/trace_event/trace_event.h"
#include "build/build_config.h"
#include "cc/base/math_util.h"
#include "cc/paint/filter_operations.h"
#include "components/viz/common/display/renderer_settings.h"
#include "components/viz/common/frame_sinks/copy_output_request.h"
#include "components/viz/common/quads/draw_quad.h"
#include "components/viz/service/display/bsp_tree.h"
#include "components/viz/service/display/bsp_walk_action.h"
#include "components/viz/service/display/output_surface.h"
#include "ui/gfx/geometry/quad_f.h"
#include "ui/gfx/geometry/rect_conversions.h"
#include "ui/gfx/transform.h"
namespace {
static gfx::Transform OrthoProjectionMatrix(float left,
float right,
float bottom,
float top) {
// Use the standard formula to map the clipping frustum to the cube from
// [-1, -1, -1] to [1, 1, 1].
float delta_x = right - left;
float delta_y = top - bottom;
gfx::Transform proj;
if (!delta_x || !delta_y)
return proj;
proj.matrix().set(0, 0, 2.0f / delta_x);
proj.matrix().set(0, 3, -(right + left) / delta_x);
proj.matrix().set(1, 1, 2.0f / delta_y);
proj.matrix().set(1, 3, -(top + bottom) / delta_y);
// Z component of vertices is always set to zero as we don't use the depth
// buffer while drawing.
proj.matrix().set(2, 2, 0);
return proj;
}
static gfx::Transform window_matrix(int x, int y, int width, int height) {
gfx::Transform canvas;
// Map to window position and scale up to pixel coordinates.
canvas.Translate3d(x, y, 0);
canvas.Scale3d(width, height, 0);
// Map from ([-1, -1] to [1, 1]) -> ([0, 0] to [1, 1])
canvas.Translate3d(0.5, 0.5, 0.5);
canvas.Scale3d(0.5, 0.5, 0.5);
return canvas;
}
// Switching between enabling DC layers and not is expensive, so only
// switch away after a large number of frames not needing DC layers have
// been produced.
constexpr int kNumberOfFramesBeforeDisablingDCLayers = 60;
} // namespace
namespace viz {
DirectRenderer::DrawingFrame::DrawingFrame() = default;
DirectRenderer::DrawingFrame::~DrawingFrame() = default;
DirectRenderer::DirectRenderer(const RendererSettings* settings,
OutputSurface* output_surface,
DisplayResourceProvider* resource_provider)
: settings_(settings),
output_surface_(output_surface),
resource_provider_(resource_provider),
overlay_processor_(std::make_unique<OverlayProcessor>(output_surface)) {}
DirectRenderer::~DirectRenderer() = default;
void DirectRenderer::Initialize() {
overlay_processor_->Initialize();
auto* context_provider = output_surface_->context_provider();
use_partial_swap_ = settings_->partial_swap_enabled && CanPartialSwap();
allow_empty_swap_ = use_partial_swap_;
if (context_provider) {
if (context_provider->ContextCapabilities().commit_overlay_planes)
allow_empty_swap_ = true;
if (context_provider->ContextCapabilities().dc_layers)
supports_dc_layers_ = true;
if (context_provider->ContextCapabilities()
.disable_non_empty_post_sub_buffers) {
use_partial_swap_ = false;
}
}
initialized_ = true;
}
// static
gfx::RectF DirectRenderer::QuadVertexRect() {
return gfx::RectF(-0.5f, -0.5f, 1.f, 1.f);
}
// static
void DirectRenderer::QuadRectTransform(gfx::Transform* quad_rect_transform,
const gfx::Transform& quad_transform,
const gfx::RectF& quad_rect) {
*quad_rect_transform = quad_transform;
quad_rect_transform->Translate(0.5 * quad_rect.width() + quad_rect.x(),
0.5 * quad_rect.height() + quad_rect.y());
quad_rect_transform->Scale(quad_rect.width(), quad_rect.height());
}
void DirectRenderer::InitializeViewport(DrawingFrame* frame,
const gfx::Rect& draw_rect,
const gfx::Rect& viewport_rect,
const gfx::Size& surface_size) {
DCHECK_GE(viewport_rect.x(), 0);
DCHECK_GE(viewport_rect.y(), 0);
DCHECK_LE(viewport_rect.right(), surface_size.width());
DCHECK_LE(viewport_rect.bottom(), surface_size.height());
bool flip_y = FlippedFramebuffer();
if (flip_y) {
frame->projection_matrix = OrthoProjectionMatrix(
draw_rect.x(), draw_rect.right(), draw_rect.bottom(), draw_rect.y());
} else {
frame->projection_matrix = OrthoProjectionMatrix(
draw_rect.x(), draw_rect.right(), draw_rect.y(), draw_rect.bottom());
}
gfx::Rect window_rect = viewport_rect;
if (flip_y)
window_rect.set_y(surface_size.height() - viewport_rect.bottom());
frame->window_matrix =
window_matrix(window_rect.x(), window_rect.y(), window_rect.width(),
window_rect.height());
current_draw_rect_ = draw_rect;
current_viewport_rect_ = viewport_rect;
current_surface_size_ = surface_size;
current_window_space_viewport_ = window_rect;
}
gfx::Rect DirectRenderer::MoveFromDrawToWindowSpace(
const gfx::Rect& draw_rect) const {
gfx::Rect window_rect = draw_rect;
window_rect -= current_draw_rect_.OffsetFromOrigin();
window_rect += current_viewport_rect_.OffsetFromOrigin();
if (FlippedFramebuffer())
window_rect.set_y(current_surface_size_.height() - window_rect.bottom());
return window_rect;
}
// static
const TileDrawQuad* DirectRenderer::CanPassBeDrawnDirectly(
const RenderPass* pass,
bool is_using_vulkan,
DisplayResourceProvider* const resource_provider) {
#if defined(OS_MACOSX)
// On Macs, this path can sometimes lead to all black output.
// TODO(enne): investigate this and remove this hack.
return nullptr;
#endif
// Can only collapse a single tile quad.
if (pass->quad_list.size() != 1)
return nullptr;
// If we need copy requests, then render pass has to exist.
if (!pass->copy_requests.empty())
return nullptr;
const DrawQuad* quad = *pass->quad_list.BackToFrontBegin();
// Hack: this could be supported by concatenating transforms, but
// in practice if there is one quad, it is at the origin of the render pass
// and has the same size as the pass.
if (!quad->shared_quad_state->quad_to_target_transform.IsIdentity() ||
quad->rect != pass->output_rect)
return nullptr;
// The quad is expected to be the entire layer so that AA edges are correct.
if (quad->shared_quad_state->quad_layer_rect != quad->rect)
return nullptr;
if (quad->material != DrawQuad::TILED_CONTENT)
return nullptr;
// TODO(chrishtr): support could be added for opacity, but care needs
// to be taken to make sure it is correct w.r.t. non-commutative filters etc.
if (quad->shared_quad_state->opacity != 1.0f)
return nullptr;
const TileDrawQuad* tile_quad = TileDrawQuad::MaterialCast(quad);
// Hack: this could be supported by passing in a subrectangle to draw
// render pass, although in practice if there is only one quad there
// will be no border texels on the input.
if (tile_quad->tex_coord_rect != gfx::RectF(tile_quad->rect))
return nullptr;
// Tile quad features not supported in render pass shaders.
if (tile_quad->swizzle_contents || tile_quad->nearest_neighbor)
return nullptr;
if (!is_using_vulkan) {
// BUG=skia:3868, Skia currently doesn't support texture rectangle inputs.
// See also the DCHECKs about GL_TEXTURE_2D in DrawRenderPassQuad.
GLenum target =
resource_provider->GetResourceTextureTarget(tile_quad->resource_id());
if (target != GL_TEXTURE_2D)
return nullptr;
}
return tile_quad;
}
const TileDrawQuad* DirectRenderer::CanPassBeDrawnDirectly(
const RenderPass* pass) {
return nullptr;
}
void DirectRenderer::SetVisible(bool visible) {
DCHECK(initialized_);
if (visible_ == visible)
return;
visible_ = visible;
DidChangeVisibility();
}
void DirectRenderer::DecideRenderPassAllocationsForFrame(
const RenderPassList& render_passes_in_draw_order) {
render_pass_bypass_quads_.clear();
auto& root_render_pass = render_passes_in_draw_order.back();
base::flat_map<RenderPassId, RenderPassRequirements> render_passes_in_frame;
for (const auto& pass : render_passes_in_draw_order) {
if (pass != root_render_pass) {
if (const TileDrawQuad* tile_quad = CanPassBeDrawnDirectly(pass.get())) {
// If the render pass is drawn directly, it will not be drawn from as
// a render pass so it's not added to the map.
render_pass_bypass_quads_[pass->id] = *tile_quad;
continue;
}
}
render_passes_in_frame[pass->id] = {
CalculateTextureSizeForRenderPass(pass.get()), pass->generate_mipmap};
}
UpdateRenderPassTextures(render_passes_in_draw_order, render_passes_in_frame);
}
void DirectRenderer::DrawFrame(RenderPassList* render_passes_in_draw_order,
float device_scale_factor,
const gfx::Size& device_viewport_size) {
DCHECK(visible_);
TRACE_EVENT0("viz,benchmark", "DirectRenderer::DrawFrame");
UMA_HISTOGRAM_COUNTS_1M(
"Renderer4.renderPassCount",
base::saturated_cast<int>(render_passes_in_draw_order->size()));
RenderPass* root_render_pass = render_passes_in_draw_order->back().get();
DCHECK(root_render_pass);
bool overdraw_tracing_enabled;
TRACE_EVENT_CATEGORY_GROUP_ENABLED(TRACE_DISABLED_BY_DEFAULT("viz.overdraw"),
&overdraw_tracing_enabled);
bool overdraw_feedback =
settings_->show_overdraw_feedback || overdraw_tracing_enabled;
if (overdraw_feedback && !output_surface_->capabilities().supports_stencil) {
#if DCHECK_IS_ON()
DLOG_IF(WARNING, !overdraw_feedback_support_missing_logged_once_)
<< "Overdraw feedback enabled on platform without support.";
overdraw_feedback_support_missing_logged_once_ = true;
#endif
overdraw_feedback = false;
}
base::AutoReset<bool> auto_reset_overdraw_feedback(&overdraw_feedback_,
overdraw_feedback);
current_frame_valid_ = true;
current_frame_ = DrawingFrame();
current_frame()->render_passes_in_draw_order = render_passes_in_draw_order;
current_frame()->root_render_pass = root_render_pass;
current_frame()->root_damage_rect = root_render_pass->damage_rect;
current_frame()->root_damage_rect.Union(
overlay_processor_->GetAndResetOverlayDamage());
current_frame()->root_damage_rect.Intersect(gfx::Rect(device_viewport_size));
current_frame()->device_viewport_size = device_viewport_size;
// Only reshape when we know we are going to draw. Otherwise, the reshape
// can leave the window at the wrong size if we never draw and the proper
// viewport size is never set.
bool frame_has_alpha =
current_frame()->root_render_pass->has_transparent_background;
bool use_stencil = overdraw_feedback_;
bool did_reshape = false;
if (device_viewport_size != reshape_surface_size_ ||
device_scale_factor != reshape_device_scale_factor_ ||
root_render_pass->color_space != reshape_device_color_space_ ||
frame_has_alpha != reshape_has_alpha_ ||
use_stencil != reshape_use_stencil_) {
reshape_surface_size_ = device_viewport_size;
reshape_device_scale_factor_ = device_scale_factor;
reshape_device_color_space_ = root_render_pass->color_space;
reshape_has_alpha_ =
current_frame()->root_render_pass->has_transparent_background;
reshape_use_stencil_ = overdraw_feedback_;
output_surface_->Reshape(
reshape_surface_size_, reshape_device_scale_factor_,
reshape_device_color_space_, reshape_has_alpha_, reshape_use_stencil_);
did_reshape = true;
}
BeginDrawingFrame();
for (const auto& pass : *render_passes_in_draw_order) {
if (!pass->filters.IsEmpty())
render_pass_filters_[pass->id] = &pass->filters;
if (!pass->backdrop_filters.IsEmpty())
render_pass_backdrop_filters_[pass->id] = &pass->backdrop_filters;
}
// Create the overlay candidate for the output surface, and mark it as
// always handled.
if (output_surface_->IsDisplayedAsOverlayPlane()) {
OverlayCandidate output_surface_plane;
output_surface_plane.display_rect =
gfx::RectF(device_viewport_size.width(), device_viewport_size.height());
output_surface_plane.resource_size_in_pixels = device_viewport_size;
output_surface_plane.format = output_surface_->GetOverlayBufferFormat();
output_surface_plane.use_output_surface_for_resource = true;
output_surface_plane.overlay_handled = true;
output_surface_plane.is_opaque = true;
current_frame()->overlay_list.push_back(output_surface_plane);
}
// Attempt to replace some or all of the quads of the root render pass with
// overlays.
overlay_processor_->ProcessForOverlays(
resource_provider_, render_passes_in_draw_order,
output_surface_->color_matrix(), render_pass_filters_,
render_pass_backdrop_filters_, &current_frame()->overlay_list,
&current_frame()->ca_layer_overlay_list,
&current_frame()->dc_layer_overlay_list,
&current_frame()->root_damage_rect,
&current_frame()->root_content_bounds);
// Draw all non-root render passes except for the root render pass.
for (const auto& pass : *render_passes_in_draw_order) {
if (pass.get() == root_render_pass)
break;
DrawRenderPassAndExecuteCopyRequests(pass.get());
}
bool was_using_dc_layers = using_dc_layers_;
if (!current_frame()->dc_layer_overlay_list.empty()) {
DCHECK(supports_dc_layers_);
using_dc_layers_ = true;
frames_since_using_dc_layers_ = 0;
} else if (++frames_since_using_dc_layers_ >=
kNumberOfFramesBeforeDisablingDCLayers) {
using_dc_layers_ = false;
}
if (supports_dc_layers_ &&
(did_reshape || (was_using_dc_layers != using_dc_layers_))) {
// The entire surface has to be redrawn if it was reshaped or if switching
// from or to DirectComposition layers, because the previous contents are
// discarded and some contents would otherwise be undefined.
current_frame()->root_damage_rect = gfx::Rect(device_viewport_size);
}
// We can skip all drawing if the damage rect is now empty.
bool skip_drawing_root_render_pass =
current_frame()->root_damage_rect.IsEmpty() && allow_empty_swap_;
// If we have to draw but don't support partial swap, the whole output should
// be considered damaged.
if (!skip_drawing_root_render_pass && !use_partial_swap_)
current_frame()->root_damage_rect = gfx::Rect(device_viewport_size);
if (!skip_drawing_root_render_pass)
DrawRenderPassAndExecuteCopyRequests(root_render_pass);
// Use a fence to synchronize display of the overlays. Note that gpu_fence_id
// may have the special value 0 ("no fence") if fences are not supported. In
// that case synchronization will happen through other means on the service
// side. We are currently using the output surface fence for all the overlays,
// which is functionally correct due to the position of this fence in the
// command stream.
// TODO(afrantzis): Consider using per-overlay fences instead of the one
// associated with the output surface when possible.
if (!current_frame()->overlay_list.empty()) {
auto gpu_fence_id = output_surface_->UpdateGpuFence();
for (auto& overlay : current_frame()->overlay_list)
overlay.gpu_fence_id = gpu_fence_id;
}
FinishDrawingFrame();
render_passes_in_draw_order->clear();
render_pass_filters_.clear();
render_pass_backdrop_filters_.clear();
current_frame_valid_ = false;
}
gfx::Rect DirectRenderer::DeviceViewportRectInDrawSpace() const {
gfx::Rect device_viewport_rect(current_frame()->device_viewport_size);
device_viewport_rect -= current_viewport_rect_.OffsetFromOrigin();
device_viewport_rect += current_draw_rect_.OffsetFromOrigin();
return device_viewport_rect;
}
gfx::Rect DirectRenderer::OutputSurfaceRectInDrawSpace() const {
if (current_frame()->current_render_pass ==
current_frame()->root_render_pass) {
gfx::Rect output_surface_rect(current_frame()->device_viewport_size);
output_surface_rect -= current_viewport_rect_.OffsetFromOrigin();
output_surface_rect += current_draw_rect_.OffsetFromOrigin();
return output_surface_rect;
} else {
return current_frame()->current_render_pass->output_rect;
}
}
bool DirectRenderer::ShouldSkipQuad(const DrawQuad& quad,
const gfx::Rect& render_pass_scissor) {
if (render_pass_scissor.IsEmpty())
return true;
gfx::Rect target_rect = cc::MathUtil::MapEnclosingClippedRect(
quad.shared_quad_state->quad_to_target_transform, quad.visible_rect);
if (quad.shared_quad_state->is_clipped)
target_rect.Intersect(quad.shared_quad_state->clip_rect);
target_rect.Intersect(render_pass_scissor);
return target_rect.IsEmpty();
}
void DirectRenderer::SetScissorStateForQuad(
const DrawQuad& quad,
const gfx::Rect& render_pass_scissor,
bool use_render_pass_scissor) {
if (use_render_pass_scissor) {
gfx::Rect quad_scissor_rect = render_pass_scissor;
if (quad.shared_quad_state->is_clipped)
quad_scissor_rect.Intersect(quad.shared_quad_state->clip_rect);
SetScissorTestRectInDrawSpace(quad_scissor_rect);
return;
} else if (quad.shared_quad_state->is_clipped) {
SetScissorTestRectInDrawSpace(quad.shared_quad_state->clip_rect);
return;
}
EnsureScissorTestDisabled();
}
void DirectRenderer::SetScissorTestRectInDrawSpace(
const gfx::Rect& draw_space_rect) {
gfx::Rect window_space_rect = MoveFromDrawToWindowSpace(draw_space_rect);
SetScissorTestRect(window_space_rect);
}
void DirectRenderer::DoDrawPolygon(const DrawPolygon& poly,
const gfx::Rect& render_pass_scissor,
bool use_render_pass_scissor) {
SetScissorStateForQuad(*poly.original_ref(), render_pass_scissor,
use_render_pass_scissor);
// If the poly has not been split, then it is just a normal DrawQuad,
// and we should save any extra processing that would have to be done.
if (!poly.is_split()) {
DoDrawQuad(poly.original_ref(), nullptr);
return;
}
std::vector<gfx::QuadF> quads;
poly.ToQuads2D(&quads);
for (size_t i = 0; i < quads.size(); ++i) {
DoDrawQuad(poly.original_ref(), &quads[i]);
}
}
const cc::FilterOperations* DirectRenderer::FiltersForPass(
RenderPassId render_pass_id) const {
auto it = render_pass_filters_.find(render_pass_id);
return it == render_pass_filters_.end() ? nullptr : it->second;
}
const cc::FilterOperations* DirectRenderer::BackgroundFiltersForPass(
RenderPassId render_pass_id) const {
auto it = render_pass_backdrop_filters_.find(render_pass_id);
return it == render_pass_backdrop_filters_.end() ? nullptr : it->second;
}
void DirectRenderer::FlushPolygons(
base::circular_deque<std::unique_ptr<DrawPolygon>>* poly_list,
const gfx::Rect& render_pass_scissor,
bool use_render_pass_scissor) {
if (poly_list->empty()) {
return;
}
BspTree bsp_tree(poly_list);
BspWalkActionDrawPolygon action_handler(this, render_pass_scissor,
use_render_pass_scissor);
bsp_tree.TraverseWithActionHandler(&action_handler);
DCHECK(poly_list->empty());
}
void DirectRenderer::DrawRenderPassAndExecuteCopyRequests(
RenderPass* render_pass) {
if (render_pass_bypass_quads_.find(render_pass->id) !=
render_pass_bypass_quads_.end()) {
return;
}
// Repeated draw to simulate a slower device for the evaluation of performance
// improvements in UI effects.
for (int i = 0; i < settings_->slow_down_compositing_scale_factor; ++i)
DrawRenderPass(render_pass);
bool first_request = true;
for (auto& copy_request : render_pass->copy_requests) {
// CopyDrawnRenderPass() can change the binding of the framebuffer target as
// a part of its usual scaling and readback operations. Therefore, make sure
// to restore the correct framebuffer between readbacks. (Even if it did
// not, a Mac-specific bug requires this workaround: http://crbug.com/99393)
if (!first_request)
UseRenderPass(render_pass);
CopyDrawnRenderPass(std::move(copy_request));
first_request = false;
}
}
void DirectRenderer::DrawRenderPass(const RenderPass* render_pass) {
TRACE_EVENT0("viz", "DirectRenderer::DrawRenderPass");
if (CanSkipRenderPass(render_pass))
return;
UseRenderPass(render_pass);
// TODO(crbug.com/582554): This change applies only when Vulkan is enabled and
// it will be removed once SkiaRenderer has complete support for Vulkan.
if (current_frame()->current_render_pass !=
current_frame()->root_render_pass &&
!IsRenderPassResourceAllocated(render_pass->id))
return;
const gfx::Rect surface_rect_in_draw_space = OutputSurfaceRectInDrawSpace();
gfx::Rect render_pass_scissor_in_draw_space = surface_rect_in_draw_space;
if (current_frame()->current_render_pass ==
current_frame()->root_render_pass) {
render_pass_scissor_in_draw_space.Intersect(
DeviceViewportRectInDrawSpace());
}
if (use_partial_swap_) {
render_pass_scissor_in_draw_space.Intersect(
ComputeScissorRectForRenderPass(current_frame()->current_render_pass));
}
bool is_root_render_pass =
current_frame()->current_render_pass == current_frame()->root_render_pass;
bool render_pass_is_clipped =
!render_pass_scissor_in_draw_space.Contains(surface_rect_in_draw_space);
// The SetDrawRectangleCHROMIUM spec requires that the scissor bit is always
// set on the root framebuffer or else the rendering may modify something
// outside the damage rectangle, even if the damage rectangle is the size of
// the full backbuffer.
bool render_pass_requires_scissor =
(supports_dc_layers_ && is_root_render_pass) || render_pass_is_clipped;
bool has_external_stencil_test =
is_root_render_pass && output_surface_->HasExternalStencilTest();
bool should_clear_surface =
!has_external_stencil_test &&
(!is_root_render_pass || settings_->should_clear_root_render_pass);
// If |has_external_stencil_test| we can't discard or clear. Make sure we
// don't need to.
DCHECK(!has_external_stencil_test ||
!current_frame()->current_render_pass->has_transparent_background);
SurfaceInitializationMode mode;
if (should_clear_surface && render_pass_requires_scissor) {
mode = SURFACE_INITIALIZATION_MODE_SCISSORED_CLEAR;
} else if (should_clear_surface) {
mode = SURFACE_INITIALIZATION_MODE_FULL_SURFACE_CLEAR;
} else {
mode = SURFACE_INITIALIZATION_MODE_PRESERVE;
}
PrepareSurfaceForPass(
mode, MoveFromDrawToWindowSpace(render_pass_scissor_in_draw_space));
const QuadList& quad_list = render_pass->quad_list;
base::circular_deque<std::unique_ptr<DrawPolygon>> poly_list;
int next_polygon_id = 0;
int last_sorting_context_id = 0;
for (auto it = quad_list.BackToFrontBegin(); it != quad_list.BackToFrontEnd();
++it) {
const DrawQuad& quad = **it;
if (render_pass_is_clipped &&
ShouldSkipQuad(quad, render_pass_scissor_in_draw_space)) {
continue;
}
if (last_sorting_context_id != quad.shared_quad_state->sorting_context_id) {
last_sorting_context_id = quad.shared_quad_state->sorting_context_id;
FlushPolygons(&poly_list, render_pass_scissor_in_draw_space,
render_pass_requires_scissor);
}
// This layer is in a 3D sorting context so we add it to the list of
// polygons to go into the BSP tree.
if (quad.shared_quad_state->sorting_context_id != 0) {
// TODO(danakj): It's sad to do a malloc here to compare. Maybe construct
// this on the stack and move it into the list.
auto new_polygon = std::make_unique<DrawPolygon>(
*it, gfx::RectF(quad.visible_rect),
quad.shared_quad_state->quad_to_target_transform, next_polygon_id++);
if (new_polygon->points().size() > 2u) {
poly_list.push_back(std::move(new_polygon));
}
continue;
}
// We are not in a 3d sorting context, so we should draw the quad normally.
SetScissorStateForQuad(quad, render_pass_scissor_in_draw_space,
render_pass_requires_scissor);
DoDrawQuad(&quad, nullptr);
}
FlushPolygons(&poly_list, render_pass_scissor_in_draw_space,
render_pass_requires_scissor);
FinishDrawingQuadList();
if (render_pass->generate_mipmap)
GenerateMipmap();
}
bool DirectRenderer::CanSkipRenderPass(const RenderPass* render_pass) const {
if (render_pass == current_frame()->root_render_pass)
return false;
// TODO(crbug.com/783275): It's possible to skip a child RenderPass if damage
// does not overlap it, since that means nothing has changed:
// ComputeScissorRectForRenderPass(render_pass).IsEmpty()
// However that caused crashes where the RenderPass' texture was not present
// (never seen the RenderPass before, or the texture was deleted when not used
// for a frame). It could avoid skipping if there is no texture present, which
// is what was done for a while, but this seems to papering over a missing
// damage problem, or we're failing to understand the system wholey.
// If attempted again this should probably CHECK() that the texture exists,
// and attempt to figure out where the new RenderPass texture without damage
// is coming from.
// If the RenderPass wants to be cached, then we only draw it if we need to.
// When damage is present, then we can't skip the RenderPass. Or if the
// texture does not exist (first frame, or was deleted) then we can't skip
// the RenderPass.
if (render_pass->cache_render_pass) {
if (render_pass->has_damage_from_contributing_content)
return false;
return IsRenderPassResourceAllocated(render_pass->id);
}
return false;
}
void DirectRenderer::UseRenderPass(const RenderPass* render_pass) {
current_frame()->current_render_pass = render_pass;
if (render_pass == current_frame()->root_render_pass) {
BindFramebufferToOutputSurface();
if (supports_dc_layers_) {
SetEnableDCLayers(using_dc_layers_);
output_surface_->SetDrawRectangle(current_frame()->root_damage_rect);
}
InitializeViewport(current_frame(), render_pass->output_rect,
gfx::Rect(current_frame()->device_viewport_size),
current_frame()->device_viewport_size);
return;
}
gfx::Size enlarged_size = CalculateTextureSizeForRenderPass(render_pass);
enlarged_size.Enlarge(enlarge_pass_texture_amount_.width(),
enlarge_pass_texture_amount_.height());
AllocateRenderPassResourceIfNeeded(
render_pass->id, {enlarged_size, render_pass->generate_mipmap});
// TODO(crbug.com/582554): This change applies only when Vulkan is enabled and
// it will be removed once SkiaRenderer has complete support for Vulkan.
if (!IsRenderPassResourceAllocated(render_pass->id))
return;
BindFramebufferToTexture(render_pass->id);
InitializeViewport(current_frame(), render_pass->output_rect,
gfx::Rect(render_pass->output_rect.size()),
// If the render pass backing is cached, we might have
// bigger size comparing to the size that was generated.
GetRenderPassBackingPixelSize(render_pass->id));
}
gfx::Rect DirectRenderer::ComputeScissorRectForRenderPass(
const RenderPass* render_pass) const {
const RenderPass* root_render_pass = current_frame()->root_render_pass;
const gfx::Rect root_damage_rect = current_frame()->root_damage_rect;
if (render_pass == root_render_pass)
return root_damage_rect;
// If the root damage rect has been expanded due to overlays, all the other
// damage rect calculations are incorrect.
if (!root_render_pass->damage_rect.Contains(root_damage_rect))
return render_pass->output_rect;
DCHECK(render_pass->copy_requests.empty() ||
(render_pass->damage_rect == render_pass->output_rect));
return render_pass->damage_rect;
}
gfx::Size DirectRenderer::CalculateTextureSizeForRenderPass(
const RenderPass* render_pass) {
// Round the size of the render pass backings to a multiple of 64 pixels. This
// reduces memory fragmentation. https://crbug.com/146070. This also allows
// backings to be more easily reused during a resize operation.
int width = render_pass->output_rect.width();
int height = render_pass->output_rect.height();
if (!settings_->dont_round_texture_sizes_for_pixel_tests) {
int multiple = 64;
width = cc::MathUtil::CheckedRoundUp(width, multiple);
height = cc::MathUtil::CheckedRoundUp(height, multiple);
}
return gfx::Size(width, height);
}
void DirectRenderer::SetCurrentFrameForTesting(const DrawingFrame& frame) {
current_frame_valid_ = true;
current_frame_ = frame;
}
bool DirectRenderer::HasAllocatedResourcesForTesting(
const RenderPassId& render_pass_id) const {
return IsRenderPassResourceAllocated(render_pass_id);
}
} // namespace viz